ACE3/addons/overheating/functions/fnc_swapBarrelCallback.sqf
2016-07-12 16:16:01 +02:00

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/*
* Author: Commy2, esteldunedain
* Swap barrel callback
*
* Arguments:
* 0: Unit initiating the action <OBJECT>
* 1: Unit that has the weapon <OBJECT>
* 2: Weapon <STRING>
*
* Return Value:
* None
*
* Example:
* [player, currentWeapon player] call ace_overheating_fnc_swapBarrelCallback
*
* Public: No
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
params ["_assistant", "_gunner", "_weapon"];
TRACE_3("params",_assistant,_gunner,_weapon);
if (_assistant isEqualTo _gunner) then {
// Barrel mount gesture
[_gunner, QGVAR(GestureMountMuzzle)] call EFUNC(common,doGesture);
playSound "ACE_BarrelSwap";
};
// don't consume the barrel, but rotate through them.
[localize LSTRING(SwappedBarrel), QPATHTOF(UI\spare_barrel_ca.paa)] call EFUNC(common,displayTextPicture);
private _temp = _gunner getVariable [format [QGVAR(%1_temp), _weapon], 0];
private _barrelMass = 0.50 * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0;
// Instruct the server to load the coolest spare barrel into the weapon and
// store the removed barrel with the former weapon temperature. The server
// also updates the current weapon temperature to match that of the new
// loaded barrel.
[QGVAR(loadCoolestSpareBarrel), [_assistant, _gunner, _weapon, _temp, _barrelMass]] call CBA_fnc_serverEvent;
// Store the update time
_gunner setVariable [format [QGVAR(%1_time), _weapon], CBA_missionTime];